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Move gl_pipeline_depth usage to framebuffer code so it does not rely on being set externally
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c1443b3e9a
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2 changed files with 3 additions and 3 deletions
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@ -64,7 +64,6 @@ PROC zd_wglGetProcAddress(LPCSTR name);
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EXTERN_CVAR(Int, vid_adapter)
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EXTERN_CVAR(Bool, vid_hdr)
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EXTERN_CVAR(Int, gl_pipeline_depth);
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CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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@ -110,8 +109,6 @@ DFrameBuffer *Win32GLVideo::CreateFrameBuffer()
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fb = new OpenGLESRenderer::OpenGLFrameBuffer(m_hMonitor, vid_fullscreen);
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//fb = new OpenGLRenderer::OpenGLFrameBuffer(m_hMonitor, vid_fullscreen);
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fb->mPipelineNbr = gl_pipeline_depth;
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//fb->mPipelineNbr = 1;
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return fb;
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}
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@ -64,6 +64,7 @@ EXTERN_CVAR(Bool, r_drawvoxels)
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EXTERN_CVAR(Int, gl_tonemap)
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EXTERN_CVAR(Bool, cl_capfps)
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EXTERN_CVAR(Bool, gl_customshader)
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EXTERN_CVAR(Int, gl_pipeline_depth);
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void Draw2D(F2DDrawer *drawer, FRenderState &state);
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@ -122,6 +123,8 @@ void OpenGLFrameBuffer::InitializeState()
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gl_customshader = false;
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mPipelineNbr = gl_pipeline_depth;
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InitGLES();
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// Move some state to the framebuffer object for easier access.
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